Hey everyone, I’m encountering a weird issue: when I launch a memory calculation, my character spawns so far above the map that I can’t see anything until I fall far enough. Additionally, nothing seems to be calculated because the memory bar at the top of the screen stays at the same number throughout the calculation. This has happened a few times now, but I’ve also seen it calculate while teleporting around where my map is actually located. I’m not entirely sure what could be causing this. Any ideas?
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Memory
Steps to Reproduce
Launch Session
Launch Memory Calculation
Expected Result
The memory calculation should be performed where everything within my project has been built.
Observed Result
The memory calculation is performed away from where everything within my project has been built.
Your Default HLOD Layer is empty, you need to point this to your projects HLOD Layer.
You will be streaming, but without a HLOD layer set you will only be able to see the content of the current cell your in, but not be able to see props from outside that cell.
Did you successfully build HLODs for the new update ?
So, I put my HLOD layer back into the Default HLOD Layer and under the HLODSetups and tried running the memory calculation again but, still the same thing happened where the calculation wasn’t where it need to be.
I found your comment on another post here and thought maybe my original HLOD Layer was just bugged or something so, I deleted that layer through the Build HLODs menu and Created a new HLOD Layer and replaced references for the old Layer and tried launching another memory calculation but still get the same result.
Sorry not too up to speed on the new World Settings Runtime Partition stuff and still a little unsure of it.
I should have said to use the HLODLayers under the HLODSetups bit in the Runtime Partition Index [0]
Maybe its taking priority over the DefaultHLOD layer.
I don’t have enough experience with these settings yet, so let me know how that goes
Check the Landscape and any other props that should be showing up from a distance to see if they have Include Actor in HLOD checked.
Judging from the size of the buildings I also suggest changing your cell size to bigger, try 8192 or 10240, if it goes over on memory, reducing the loading range will help, maybe a nice power2 number like 16384 for the mathemagic
Okay, so I seemed to have figured it out. My map started out as the TMNT City Starter Template but, I had deleted everything from the project, including HLODs, and also changed a couple of the partition settings. So, I started up a new TMNT City Starter project just to see what world partition settings were originally set and the only differences besides Cell Size and Loading Range were that “Is 2D” was enabled and under HLODSetups “Is Spatially Loaded” was disabled. So I changed those settings within my project and I’ve been able to launch a couple of memory calculations now and haven’t had much issue with it.
I do have a question that you might could help me to understand, though. Since building my HLODs, my project size has basically doubled from about 20% to 40%. I would say I have <50 actors included in HLODs most of them being the large background buildings and then I have a few static meshes that act as a ground in my map and some of them are also pretty large. Would you say that the project size increase is normal? I also saw that Epic has said that there have been some issues with HLODs since the most recent update so, I’ve been trying to restrain myself from retrying building lol.